Consumption in cyberspace: the explosion of mobile apps that help control life in the palm of your hand

Detalhes bibliográficos
Autor(a) principal: Eni Granero, Arlete
Data de Publicação: 2013
Outros Autores: Cione Couto, Tatiane
Tipo de documento: Artigo
Idioma: por
Título da fonte: Revista GEMInIS
Texto Completo: https://www.revistageminis.ufscar.br/index.php/geminis/article/view/147
Resumo: The value of information exchange is in spontaneity and in real time. People create texts, videos, music and disseminate through their mobile phones, the internet, etc. 13% of users of smarthphones in Brazil made purchases by cell phone in Brazil, according to Ibope Media (2013). Among the most purchased items are games and applications (37%). This work aims to analyze the change in the tools that make mobile viability possible and how 'things' are gaining momentum through electronic devices. In this context, things in the post web come to life as they are integrated into people's daily lives. The methodology used presents the literature review, outlining the concepts of consumption, marketing evolution, the psychographic profile of the generations, digital generation (DOVER and MOFFIT, 2012) and cultural portability (CANCLINI, 2008). The corpus of the study provokes a reflection on the applicability of the smart device network concepts present in the smartphones, exemplified here by the Nike Running, AliveCor and Tinder applications and the benefits of them delivered to society. The results present an industry of "things" that specifically serve a young audience who seeks the experience of participation and engagement on the internet. We conclude that in the face of the innovations created each month, we see an industry of "things" that can specifically serve a young audience that seeks the experience of participation and engagement on the Internet. To meet the "digital generation" (DOVER; MOFFIT, 2012), more devices are needed that can offer diverse media. In this sense, technological consumption is perceived, where machines and programs are configured as commodities (BRETA, 2007), but also people become products by propagating their subjectivities on the internet.
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spelling Consumption in cyberspace: the explosion of mobile apps that help control life in the palm of your handConsumo no ciberespaço: a explosão de aplicativos de dispositivos móveis que ajudam a controlar a vida na palma da mãoconsumosmartfonescomunidatizaçãogeraçõesmarketingThe value of information exchange is in spontaneity and in real time. People create texts, videos, music and disseminate through their mobile phones, the internet, etc. 13% of users of smarthphones in Brazil made purchases by cell phone in Brazil, according to Ibope Media (2013). Among the most purchased items are games and applications (37%). This work aims to analyze the change in the tools that make mobile viability possible and how 'things' are gaining momentum through electronic devices. In this context, things in the post web come to life as they are integrated into people's daily lives. The methodology used presents the literature review, outlining the concepts of consumption, marketing evolution, the psychographic profile of the generations, digital generation (DOVER and MOFFIT, 2012) and cultural portability (CANCLINI, 2008). The corpus of the study provokes a reflection on the applicability of the smart device network concepts present in the smartphones, exemplified here by the Nike Running, AliveCor and Tinder applications and the benefits of them delivered to society. The results present an industry of "things" that specifically serve a young audience who seeks the experience of participation and engagement on the internet. We conclude that in the face of the innovations created each month, we see an industry of "things" that can specifically serve a young audience that seeks the experience of participation and engagement on the Internet. To meet the "digital generation" (DOVER; MOFFIT, 2012), more devices are needed that can offer diverse media. In this sense, technological consumption is perceived, where machines and programs are configured as commodities (BRETA, 2007), but also people become products by propagating their subjectivities on the internet.A valorização da troca de informações está na espontaneidade e no tempo real. As pessoas criam textos, vídeos, músicas e divulgam através de seus telefones celulares, pela internet etc. 13% dos usuários de smarthphones no Brasil realizaram compras por celular no Brasil, de acordo com Ibope Media (2013). Entre os itens mais comprados estão os jogos e aplicativos (37%). Este trabalho tem como objetivo analisar a mudança das ferramentas que viabilizam o consumo via mobile e como as ‘coisas’ estão ganhando movimento pelos dispositivos eletrônicos. Neste contexto, as coisas na pós web tomam vida ao serem integradas ao cotidiano das pessoas.  A metodologia utilizada apresenta a revisão bibliográfica traçando um panorama que aborda os conceitos de consumo, a evolução do marketing, o perfil psicográfico das gerações, geração digital (DOVER; MOFFIT, 2012) e portabilidade cultural (CANCLINI, 2008).  O corpus do estudo provoca uma reflexão acerca da aplicabilidade dos conceitos de rede de dispositivos inteligentes presentes nos smartphones, aqui exemplificados pelos aplicativos Nike Running, AliveCor e Tinder e os benefícios dos mesmos entregues à sociedade. Os resultados apresentam uma indústria de “coisas” que atendem especificamente um público jovem que busca a experiência da participação e do engajamento na internet. Concluímos que diante das inovações criadas a cada mês, percebe-se uma indústria de “coisas” que possam atender especificamente um público jovem que busca a experiência da participação e do engajamento na internet. Para atender a “geração digital” (DOVER; MOFFIT, 2012), são necessários cada vez mais dispositivos que possam oferecer diversas mídias. Neste sentido, percebe-se um consumo tecnológico, onde máquinas e programas configuram-se como mercadorias (BRETA, 2007), mas que também pessoas tornem-se produtos, ao propagar suas subjetividades na internet.UFSCar2013-12-15info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://www.revistageminis.ufscar.br/index.php/geminis/article/view/147Revista GEMInIS; v. 4 n. 2 (2013): Internet pós-web: a internet das coisas; 89-105Revista GEMInIS; Vol. 4 No. 2 (2013): Internet pós-web: a internet das coisas; 89-105Revista GEMInIS; Vol. 4 Núm. 2 (2013): Internet pós-web: a internet das coisas; 89-1052179-1465reponame:Revista GEMInISinstname:Universidade Federal de São Carlos (UFSCAR)instacron:UFSCARporhttps://www.revistageminis.ufscar.br/index.php/geminis/article/view/147/116Eni Granero, ArleteCione Couto, Tatianeinfo:eu-repo/semantics/openAccess2020-08-10T20:11:47Zoai:ojs.pkp.sfu.ca:article/147Revistahttps://www.revistageminis.ufscar.br/index.php/geminisPUBhttps://www.revistageminis.ufscar.br/index.php/geminis/oai||revista.geminisufscar@gmail.com2179-14652179-1465opendoar:2020-08-10T20:11:47Revista GEMInIS - Universidade Federal de São Carlos (UFSCAR)false
dc.title.none.fl_str_mv Consumption in cyberspace: the explosion of mobile apps that help control life in the palm of your hand
Consumo no ciberespaço: a explosão de aplicativos de dispositivos móveis que ajudam a controlar a vida na palma da mão
title Consumption in cyberspace: the explosion of mobile apps that help control life in the palm of your hand
spellingShingle Consumption in cyberspace: the explosion of mobile apps that help control life in the palm of your hand
Eni Granero, Arlete
consumo
smartfones
comunidatização
gerações
marketing
title_short Consumption in cyberspace: the explosion of mobile apps that help control life in the palm of your hand
title_full Consumption in cyberspace: the explosion of mobile apps that help control life in the palm of your hand
title_fullStr Consumption in cyberspace: the explosion of mobile apps that help control life in the palm of your hand
title_full_unstemmed Consumption in cyberspace: the explosion of mobile apps that help control life in the palm of your hand
title_sort Consumption in cyberspace: the explosion of mobile apps that help control life in the palm of your hand
author Eni Granero, Arlete
author_facet Eni Granero, Arlete
Cione Couto, Tatiane
author_role author
author2 Cione Couto, Tatiane
author2_role author
dc.contributor.author.fl_str_mv Eni Granero, Arlete
Cione Couto, Tatiane
dc.subject.por.fl_str_mv consumo
smartfones
comunidatização
gerações
marketing
topic consumo
smartfones
comunidatização
gerações
marketing
description The value of information exchange is in spontaneity and in real time. People create texts, videos, music and disseminate through their mobile phones, the internet, etc. 13% of users of smarthphones in Brazil made purchases by cell phone in Brazil, according to Ibope Media (2013). Among the most purchased items are games and applications (37%). This work aims to analyze the change in the tools that make mobile viability possible and how 'things' are gaining momentum through electronic devices. In this context, things in the post web come to life as they are integrated into people's daily lives. The methodology used presents the literature review, outlining the concepts of consumption, marketing evolution, the psychographic profile of the generations, digital generation (DOVER and MOFFIT, 2012) and cultural portability (CANCLINI, 2008). The corpus of the study provokes a reflection on the applicability of the smart device network concepts present in the smartphones, exemplified here by the Nike Running, AliveCor and Tinder applications and the benefits of them delivered to society. The results present an industry of "things" that specifically serve a young audience who seeks the experience of participation and engagement on the internet. We conclude that in the face of the innovations created each month, we see an industry of "things" that can specifically serve a young audience that seeks the experience of participation and engagement on the Internet. To meet the "digital generation" (DOVER; MOFFIT, 2012), more devices are needed that can offer diverse media. In this sense, technological consumption is perceived, where machines and programs are configured as commodities (BRETA, 2007), but also people become products by propagating their subjectivities on the internet.
publishDate 2013
dc.date.none.fl_str_mv 2013-12-15
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
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format article
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dc.identifier.uri.fl_str_mv https://www.revistageminis.ufscar.br/index.php/geminis/article/view/147
url https://www.revistageminis.ufscar.br/index.php/geminis/article/view/147
dc.language.iso.fl_str_mv por
language por
dc.relation.none.fl_str_mv https://www.revistageminis.ufscar.br/index.php/geminis/article/view/147/116
dc.rights.driver.fl_str_mv info:eu-repo/semantics/openAccess
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv UFSCar
publisher.none.fl_str_mv UFSCar
dc.source.none.fl_str_mv Revista GEMInIS; v. 4 n. 2 (2013): Internet pós-web: a internet das coisas; 89-105
Revista GEMInIS; Vol. 4 No. 2 (2013): Internet pós-web: a internet das coisas; 89-105
Revista GEMInIS; Vol. 4 Núm. 2 (2013): Internet pós-web: a internet das coisas; 89-105
2179-1465
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